I’ll get the most relevant - and apparently controversial - out of the way first: I think Hellblade II is an awesome game and an awesome sequel. And although I obviously respect it, I have no ideia how someone can say they loved the first Hellblade yet hated the second one. I much more easily understand those who say they hated both.
The main point of contention, it seems, is combat, an aspect that was heavily criticised in the first game. In order to address it, Hellblade II discards a largely useless kick mechanic and the fighting of 2,3 enemies at a time (which lest people forget, came with an often criticised clunky lock-on system), all of which we saw in the first game, in favour of more intimate, impactful, visceral one-on-one confrontations. As a result, engagements now feel way more intense, animations are greatly improved (the fact that Senua starts her sword attack right where the previous block left her arm, for example, is a beauty to behold), and the new additions - like catching and throwing weapons back at the enemy - add a welcome layer of flair. It took me a bit to get used to it, but once I did, I was hooked on it from start to finish, and I for one genuinely hope more games adopt this approach going forward, if and when appropriate.

Another point of contention seems to be the puzzle design, yet another strongly criticised thing in the original Hellblade. Here, I get even more confused by the frustration with the sequel: not only are there less puzzles, the ones that are there are more varied and almost never affect pacing (a main issue with them in the first game). I genuinely have to ask, what were people expecting puzzle wise? The whole point of them is to illustrate how Senua’s reality is heavily distorted by her perception, and their reduction and simplification seem to be an intentional nod to the fact that she is now more in command of the reality-shaping voices inside her than she used to be. Here, too, I think there was an improvement from one game to the next.
One other criticism I heard is that the game is too short. I’m sorry, but again, what? It is pretty much of a similar length to the first Hellblade (in fact it took me the exact same time to go through both on a first playthrough), with the added bonus of offering a pretty original replayability feature by having the option to go through the journey narrated by other characters. This is a heavily curated, directed, often gruelling experience - having it be any longer would, in my opinion, do the game a disservice. Alongside this comes the criticism of the pacing, and while I do see how someone can look at the game’s initial 30 or so slow-burning minutes with skepticism, to me personally, the pacing felt just right for the kind of build up I was expecting.
Looking at all this, it seems to me some people looked at Ninja Theory’s acquisition by Microsoft and assumed they would use their bigger budget to transform the Hellblade IP into something it was never meant to be. I even heard some people say this was meant to be Xbox’s answer to God of War. These expectations never made any sense. I don’t know if these people actually played the first game as they said they did, but Hellblade was never intended as a GoW clone - it was intended as a highly cinematic, third person narrative adventure where gameplay exists for the purpose of telling its story. Like I said before, I can obviously respect these criticisms levied at Senua’s Saga, but I couldn’t agree less with most of them and, to an extent, I do struggle to understand them, particularly if they come from someone who claims to have loved the first Hellblade.
Logically, the budget increase would go to enhance the areas that could be enhanced by it, which in this case are animation work - something I already brought up - and visuals. And here, Hellblade II absolutely nails what it sets out to nail. It might well be the most visually impressive game that we have so far seen this generation, something that is truly visible in the real life-like character models the game showcases. Accompanied by a perfect zero-element UI and a state-of-the-art photo mode, this change was so impactful that I kept pausing to take screenshots, frequently at awe with what I was seeing. And it wasn’t just in models or landscapes that the visual prowess showed: Hellblade II features noticeably more epic sequences than its predecessor, with some of its set pieces presented in a way that is nothing short of stunning. This, coupled with yet another masterful display of the use of binaural audio to mimic Senua’s internal voices, makes this sequel an experience for the senses I will remember for years to come.

Now that doesn’t mean there aren’t issues with the game. The main one, in my opinion, is its story. Although Senua’s second tale is well told, I much preferred the intimate tone of the first game. Hellblade II shifts its focus from a mainly internal to a mostly external struggle, and with that, it loses an important part of its emotional impact. I understand why they did it this way, especially on the back of the first game’s ending, but it doesn’t hit as hard as a result. Add this to the fact that the payoff felt somewhat underwhelming compared to its epic-like setup, and it’s fair to say this second narrative definitely didn’t reach the same heights. Another thing I wasn’t a particular fan of was its overly-limited pathing. While I obviously understand the exploration restrictions that need to exist in a game like this due to technical limitations, I still felt this could’ve been handled in a way that didn’t feel this constricted.
Overall though, these didn’t do much to soil my overall high appreciation for this game. When all was said and done, Senua’s Saga: Hellblade II was one of the most impactful audiovisual gaming experiences I’ve had in recent memory, and easily one of my favourites for the year. A tremendous technical achievement by Ninja Theory, one that makes me look forward to whatever they’ll do next. 9/10
